Spoils of WarRags- Filthy, old, and torn. Overall impression; useless. (x1)Blooded Fangs- Fangs with a sharp tip. I'm pretty sure that that's blood dripping from it. (x2)Serrated Claws- the claws used by the crypt fiends. Seeing that it is grown and not worn, the bits of flesh sticking out aren't that surprising. (x3)

Key Items~

Crypt Key- It has a pattern on it, like a three part door or something. (x1)Strange Pendants- unique charms provided before entering Karn with different effectsChronicle Guide- The blank books that were given to use along with the pendantsMap- self explanatory

Equipment~-none-

Money- 1388 belli

Maps

Jabba Islandhttp://i44.tinypic.com/261ki2c.jpg

World Map

Last edited by Zaneko on Mon May 10, 2010 7:21 pm; edited 10 times in total

+ Flesh Ripping- A strong downward slash form both hands that rips open their prey. Two hits, 120% ATK, Adjacent cell. 8 MP

+ Acid Spit- Spews acid from their mouth parts. 100% ATK, 3 cells.

+ Web Spear- Shots out a line of sticky silk tipped with a barb to hit target. 3 cells straight line; 120% attack; chance of poison, chance of immobilize; 9 MP+ Reel in- if target is immobilized, target is drawn in close and hit. Target moved to adjacent cell, 50% ATK, 5 MP

Profession: Yankee- delinquents who disregard studies for more interesting pursuits. Packing fierce power, both in terms of physically strength and mental strength, they beat their foes into submission. [Can do either ATK based or INT based basic attack]Level: 5Exp: 6/25

Weapon: Skull Rings- a set of rings fashioned into skulls. I personally think it's cursed or something, but I hear it works for some people. (+1 ATK/INT, 10% chance of curse) Armour: Battle Jacket- well tailored to withstand most kinds of battle stress. (+2 DEF/SPR) Accessory: Black Armbands- another one of those evil looking things. It's patterned all over and that grin on the top looks downright creepy. (+1 ATK/INT, +1 SPR) Key Accessory: Strange Pendant [All A-abilities use 50% less MP]

A-Ability: Delinquency+ Resolute- Support spell. Focusing his resolve in his fist, he increases the power of his attacks. Base INT and ATK for the next three turns are calculated as 70% ATK + 70% INT. Range- Self. 8 MP 4 MP

+ Stalwart- Support spell. Flexing his muscles and hardening his heart, he raises his defensive capabilities. Base DEF and SPR for the next three turns are calculated as 70% DEF + 70% SPR. Range- Self. 8 MP 4 MP

+ Devouring Shade- Channeling the darkness in his soul to his fist, he releases a blast of dark energy that resembles a skull. The blast flies towards his target and strikes out at their soul itself. (150% INT; Range- four cells; Element- Dark; 10 MP 5 MP)

A-Ability: ItemR-Ability:S-Ability:Added Blow- Can do a basic attack after an A-abilityUnderhanded Tactics- +1 basic attacks and can act twice per turn

D-Ability: Fear Factor- By channeling Killing intent, he deals damage to his foes-> Death fist- focusing his intent in his fist, he unleashed a devastating assault on one enemy. (200% Piercing ATK damage; Range- adjacent cell; neutral element)-> Fateful Gaze- giving his foes a terrifying look, he shakes then to the depths of their souls. (150% Piercing INT damage; Range- two cell radius area; Element- dark)-> Haki- releasing his intent from his entire body, he strikes fear in his foes hearts. (100% piercing INT damage; All cells; neutral element; 30% chance of paralysis)

Profession: Forgotten One - The one who claims this profession wanders aimlessly through a void in which nobody remembers her or acknowledges her existence causing her to fall into the grasp of insanity.

+Lost: Casts the enemy into a realm of darkness, left alone to forever to wander the expanse of eternity when in reality, it has never left the battlefield. 110% Int Dmg. Range: One enemy. Disables target. 12 MP.

+Scatter: Ravages the enemy's mind causing memories of how to execute special moves to disappear and be lost in chaos. 120% Int Dmg. Range: 3 cells. Addles target. 8 MP.

+Alleviate: Calls forth on the Void to spill its energy into the living realm where it is directed into an ally's mind causing all pain to be forgotten. Heals HP equal to 120% Int. Range: 3 cells. 6 MP.

+Suffering: Forfeits all remaining memories of suffering and manifests them into a sphere that the user tosses at an enemy to make them feel the pain that the user did at one time. Deals damage equal to Max HP - Current HP. Range: 4 cells. 8 MP.

+Timeless Void: Evokes Void energy to fill the air, suppressing any forgotten knowledge for an indefinite amount of time. Range: All. Causes the Addled status to have an infinite duration. 5 MP.

+Forgotten Might: Utilizes the power of all that has been forgotten in order to make up for a lack of strategic knowledge required for battle. Increases INT by 250%. Range: Self only. User must be Addled. Effect lasts until the User is no longer Addled. 10 MP.

+Elapsed Melody: A dark tune from the planet's past emanates throughout the air while streams of darkness surge through the air, dancing to the haunting melody while slowly taking over the minds of the enemies. 130% INT Dmg. Range: All enemies. Chance of Addle. 20 MP.

---Oblivion Dance: Captivated by the most tantalizing of songs, the enemies start to dance a dance that has only been danced in the earliest eons of the history of humanity; it is a dance condemned to the realm of the forgotten, and the enemies are forced to perform this dance as they themselves head mindlessly into the Void. Causes all enemies with the Addled status to succumb to the Oblivion status. Range: All enemies. 10 MP.

+Martyrs of the Void: The spirits of those lost to the Void rise up and assault the target, their jealously of the remembered and the living released in the form of a violent explosion that could rend the very skin from the target's body. 150% Int Dmg. Range: 4 cells. Damage output increases by 10% for each unit that has Addled or Oblivion status. 11 MP.

A-Ability: Void Production:

+Silent Consumption: Summons the power of the Void to eat away at the fringes of the battlefield for several turns. Causes cells at the edge of the battlefield to become Void cells for 5 turns. Range: Set. 16 MP.

+Expel: Blasts the area surrounding the user with Void energy. All cells surrounding the user become Void cells. Range: All surrounding cells. 10 MP.

+Incinerating Farewell: An ethereal stream of fire surges up from the ground and spirals around the enemy before turning into a column of flame that scorches the enemy's body into ashes after which a slight breeze carries those ashes away. 160% Int Dmg. Range: 3 cells. Chance of Severe Burn. If target becomes Severely Burned, there is a high chance (40%) of Oblivion. 18 MP. Fire elemental.

+Reminisce: Calls forth myriad balls of light to batter the enemy knocking it into the air before unleashing a fearsome combo upon it. 140% Int Dmg. Range: 4 cells. 15 hits. 34 MP.

+Holy Circle: Commands balls of light to form a circle around the enemy and resonate causing a fierce explosion. 180% Int Dmg. Range: One enemy. 14 MP. Light elemental.

+Void: Creates a sphere of nothingness mana around the enemy causing their existence to be lost forever. Range: 4 cells. Inflicts Oblivion upon the target. 12 MP.

---Void Clash: Slams two Void spheres together to create a resonance that increases the chances of the enemy being lost forever. 120% Int Dmg. Range: 4 cells. Inflicts Oblivion upon the target. 16 MP.---Cataclysm: Creates a disaster by accumulating Void energy causing a rift to open in the dimension sucking in everything and literally ripping apart the universe. 360% Int Dmg. Range: All enemies. Inflicts Oblivion upon the target. 48 MP.

R-Ability: Void Memory - When the user obtains the Addled status, the effects are canceled, but the status remains.

S-Ability: What Was Once Lost- Restores HP and MP to full and returns stats to their original values. Can only be used once per battle. The user is Addled.

D-Ability: Shattered Into Oblivion (Neutral) - Raises a solemn hand and shatters the foe's very existence into nothingness, even going as far as to wipe the memories of its life from the minds of every person or conscious thing that had come into contact with it. Deals 200% Piercing Int damage to one enemy up to 5 cells away.

Profession:Space Marine: The one who claims this Profession performs amazingly well at both close and ranged combat, having a wide arrange of Equipment to select from and backed up by several supporting spells. [Equipment: Dual Sabers, Handguns]Weapon:Twin Energy Blades: Imported from New Kelvan, this weapon gracefully slashes while the energized blades add a temporary stunning effect.(+2 ATK) [2 Hits] [Effect: Stun]Armor:Armor Suit: A good example of the workmanship of the New Kelvans. It's great physical defense capabilities adds to the lack of magical defense capabilities.(+3 DEF +1 SPR)Accessory:Bio Enhancer: An interesting piece of technology developed by New Kelvans for their Space Marines, it ensures maximum efficiency in their Space Marines.(+5 HP +1 ATK +1 DEF)Key Accessory:Strange Pendant [Status Afflictions on A-Abilities have a 50% Chance, except for Instant Death and Oblivion, which are Set to 25%]

+ Piercing Thrust: Vector does a swift thrust with his current weapon to his target, the inserted blade suddenly enlarging like a piercing lance, and then he recoils his weapon safely back into his hand. 120% ATK Damage. Causes Blood Loss. Range: 3 Cells. Element: Neutral. 8 MP.

-------------------Profession: Puppet Master- The one who claims this Profession uses different styles of strings equipped with special Mana to control her foes.Level: 5Exp: 1/25-------------------Weapon: Nylon Thread- A long reel of nylon that is normally used by fishermen, though it's used whenever strength is needed. Known to cause nasty cuts if it's use is not carefully monitored.Armor: Frilled Dress- A simple yet pretty dress available in many colours.Accessory: Wrym Teeth- A brace of fangs taken from a wyrm and strung on a cord of leather. I hear it possesses powerful magic.Key Accessory: Strange Pendant (Mp Restores by 20% Each Turn)-------------------A-Ability: Will Manipulation

+ Puppet Show Massacre- The foes are subject to Armanthia's whim, each one made into a puppet for her to control. She proceeds to having each of the puppets slaughter eachother, before returning them to their original form to feel pain.(Damage: 100% Pierce Atk/Effect: Instant Death 10%/Range: All Enemies/Mp: --/Element: --)

+ Collision- Armanthia whips her arms out to the side, her strings attaching to two different foes, forcing them to draw their weapons and collide in a fight to the death.(Damage: 150% Pierce Atk/Effect: Enemies End up Adjacent to one another/Instant Death 10%/Range: 2 Enemies/Mp: --/Element: --)

+ Controled Suicide- Armanthia forces her foe to draw a knife from nowhere, cutting themselves over and over until they can't take it anymore.(Damage: 200% Pierce Atk/Effect: Instant Death 20%/Range: Single Enemy/Mp: --/Element: --)-------------------Stats:

R-Ability: Frost Presence – When Lady Chillwhisper is attacked from an adjacent cell, the attacker has a chance to be inflicted with Freeze and when she is attacked from a distant cell, the attacker has a chance to be inflicted with Slow.

S-Ability: Spectral Touch – Half of all damage done by Lady Chillwhisper is also added to her MP. (Passive)

D-Ability: Death's Beckon - Lady Chillwhisper can call out to others within the Scourge with power to aid her.

- Curse of Chillwhisper – Lady Chillwhisper calls for a great blizzard to freeze her enemies to the bones. [100% Piercing Ice INT Dmg. Range: Enemy Party. Chance to Freeze]

- Rage of Rivendare - Lady Chillwhisper calls for Baron Rivendare and his skeletal steed, Invincible, to hew through the enemies. [150% Piercing Earth INT Dmg. Range: Any and 3 cell radius of the target. Chance to Immobilize. Chance to Disable]

-Terror of Terokkar - Lady Chillwhisper calls for General Terokkar to cleave through the enemies with his bloody axe. [150% Piercing INT Dmg. Range: Any and 2 cell radius around the target. Chance to Paralyze]

Name: Grandpa JoeAge: Over 80 but he forgotGender: MaleAppearance: Old and wrinkly, Grandpa Joe wears a pair of old glasses and is always hunched back. He has no teeth but his dentures hang from his sides. He pops them in every once in a while to speak properly. His limbs are all skin and bones though he has a rather big belly. Grandpa Joe is quite short, due to his age.

Level: 6Next Level: 1/25

Profession: Senile Old Man - An extremely elderly man who has extremely bad hearing and is as slow as a turtle. He has a tendency to always bonk the enemies on the head. He's also a little crazy due to old age. [Added Effect: Addle]

Weapon: Grandpapi's belt - This old thing has been laying around the place for years now. I remember how my Grandpapi used to pull this out whenever we kids gave trouble. I think I still got a mark to prove it too... (+2 ATK, range: 2 cells)Armor: Tweed Sweater - Tough, itchy and rough on the outside, warm and soft on the inside. (+2 DEF/SPR)Accessory: Hearing Aid [+5 HP]Key Accessory: Strange Pendant [Damage is halved]

A-Ability: Rickety Bones

+Why, When I was Young. . . .: Grandpa Joe goes into a long and boring as hell rant about the past, make anyone who hears it want to just fall asleep right there and then. Range: All Enemies. Chance of Sleep. 10 MP.

S-Ability:+Ah, These Aching Bones. . . . [Passive]: After every three cells of movement, Grandpa Joe ends up stopping to take a rest, healing 5% of his max HP and MP. He cannot act the next turn.

D-Ability: GET OFF MY LAWN!! [Neutral] 200% Piercing ATK DMG - Furious beyond belief, Grandpa Joe runs up to the target and begins a massive beatdown using only his cane. He targets mostly the head, yelling and screaming about something the entire time. Chance of Addle. Lands adjacent to target.

Float - Afflicted hovers in the air which causes immunity to Earth-based attacks and a weakness to Wind-based attacks for 3 turns. Afflicted can also travel over Water cells and other usually impassable cells.

Haste - Afflicted can take 2 move actions and 2 act actions per turn instead of 1 for 3 turns.

After meeting the mysterious author of a world famous book, revealed to be the minor deity known as The Meddler, our six heroes were, through the use of complex and powerful advanced magic, transported to the Scholar's country of Jabba in Karn. The first trial they faced took the form of a couple monsters inhabiting the temple they were sent to. Utilizing the skills garnered from The Meddler, they easily dispatched them.Events led to them face a local guild. However, they were no match for the might force of our team. Even the guild leader fell with little effort. However, it turned out that the guild's co-leader (and leader as well, though more reluctantly) were the contacts The Meddler promised. After congratulation the team for their victory, Rika took them to town to figure just what The Meddler had in mind for them.

Chapter Two~ Ranking

With shopping done, the group started research. However, the information they needed on the Dark Island was restricted to entry level guilds. Face with either fighting through the libraries defenses or gaining the necessary rank, our heroes, under the name Odd Meddlers, under took a mission to exterminate a demon infestation in a northern village.